Combat Drugs

Source: Codex: Dark Eldar (2002), p. 14; Chapter Approved – Codex: Dark Eldar Q&A (v2.0), p. 2

Dark Eldar characters have access to a wide range of effective but potentially lethal combat drugs, which are dispensed automatically from a neurally controlled device. They may be taken at the start of any assault phase, and allow the character to choose any number of the options below. Roll 1D6 per option chosen. If a double is rolled on the dice then the model suffers 1 wound. If a triple is rolled then the model is killed outright. Yes, this means that you cannot be hurt if you only pick one option. Note that no saves are allowed against this wound, not even invulnerable saves. All effects last for one assault phase (apart from wounds inflicted on the user by the drugs, which are permanent!).

a) May make 12" assault move and 3D6 pursuit/fall back move. b) +1 WS c) +1 S d) Always strikes first, regardless of cover or weapons e) Re-roll any misses in close combat f) +1 Attack

Errata — Chapter Approved: Codex: Dark Eldar Q&A (v2.0): For option (a)'s 12" assault move, roll two dice for moving through difficult terrain and double the highest, exactly like the Eversor Assassin. The same option cannot be chosen twice to stack its effect (eg two picks of option (c) do not give +2 Strength) — each option may only be selected once.